UT Zombies3-Beta

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gopostal

Active Member
Jan 19, 2006
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Just as a suggestion you ought to add a couple of texture variables and release a generic zombie texture for mappers to colorize. Reason being it would be nice if server admins or even mappers could drop in zombies specifically dressed for the map they are in. Suburban 50's style pastels worked well in the mall but would look dumb in a space station map or a cave system.

I'm sorry for the lag on your system. I had multiple people test the 400 out on AtypicalMall but it's a very big map. Making that a config is a good idea. You could also consider making their speed configurable as well as adding an optional counter to stop production of zombies at some point. I considered a "Last Stand" type map once using these where you were stuck in a small fort with zombies all around. Would have been fun but it needed an end. As it is coded now a normal creature factory/counter will not work right. If you were feeling especially good you might even consider making a specific node actor to spawn the zombies so mappers could specifically place them.

Some random thoughts: Don't use too many pathnodes if you map for this mod. You'll have a tendency to overpopulate the nodes when you should strive to make as simple a network as you can. It's easier on the engine. Also the default zombies will not 'overlap' when spawning so don't worry if they begin to bunch. Lastly consider that they can be really tough when in a group and you stop being concerned. Much like the Walking Dead show they plod along and are not much trouble, but if you let them get into too large a group and back you into a corner...Lights out for you without a good weapon and some ammo.
 

MrLoathsome

New Member
Apr 1, 2010
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Some good suggestions there.

In the event that I revisit this mutator, some timers and perhaps
a config var for Max# to spawn or some way to slowly decrease the
number of zombies respawning would probably be the most I would
do other than attempting to optimize performance some if possible.

The "lag" with all 400 on was not unplayable by any means. I probably
tend to monitor that sort of thing more closely than the average player.
 

medor

Member
Mar 15, 2009
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They are configured as bots.
If i Killall bot ... bots and zombies are removed.
They should perhaps be well to consider them separately like monsters ?
 

MrLoathsome

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Apr 1, 2010
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They are configured as bots.
If i Killall bot ... bots and zombies are removed.
They should perhaps be well to consider them separately like monsters ?

Not sure what is going on there. The zombies class extends ScriptedPawn
not Bot.

I just started up a practice match with both zombies and bots, and the
Killall Bot command only removed the bots.....
 

medor

Member
Mar 15, 2009
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See what you're saying I have to retest and mystery this removes only the bots.

I swear I have not drunk :lol:
 

MrLoathsome

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Apr 1, 2010
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Speaking of bots, I tweaked the thing some more today, and have a version where
the zombies attack the bots. May attempt to see if I can get them to attack
monsters as well.

*Note for anybody playing with the beta.

I discovered a few maps where this mutator will not find any spawn points for the
zombies, which causes it to crash. Mostly wide open arena type maps with no pathing
or spawnpoints.... (DM-CheeseHead, DM-BDC-Arena][ were the ones I discovered this on)

This will be fixed in next release.
 
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MrLoathsome

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Apr 1, 2010
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The Beta is no longer available for download. Highly recommend anybody who
may have put that into a rar file and posted it elsewhere delete it.

Note, if a mutator has "Beta" in the name, that means you should try it out and report
any bugs or errors, but not release it elsewhere, unless you are sure development
on the project has ended.

Should have an improved version of the thing available at the link in post #1 soon.
Just sent the latest Beta to GoPostal for review and feedback.
 

dr.flay

Dr.Flay™
Sep 19, 2011
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Would it be possible to allow the addition of zombies or pawns from other packs (like MonsterSpawn does).
I did try adding some via the Advanced Options config (my edited int file), but they are ignored.
I have just found this tweaked version so I haven't tried it yet.

Edit
Can't find the download link on the site. Do I have to login?
Edit 2
Found it, via the other link you posted !
 
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gopostal

Active Member
Jan 19, 2006
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Doc, it's going to be tough to use these as a swapped monster. They are designed to be an entire mutator so pulling just a few out to use may not work like you want.
 

evilgrins

God of Fudge
Sep 9, 2011
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Indeed.

Doc, it's going to be tough to use these as a swapped monster. They are designed to be an entire mutator so pulling just a few out to use may not work like you want.
GP knows of what he speaks. I tried incorporating them into an MH map and they didn't work at all... just wandered aimlessly away from everyone.

Barely even attacked people after they started getting shot.
 

MrLoathsome

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Apr 1, 2010
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GP knows of what he speaks. I tried incorporating them into an MH map and they didn't work at all... just wandered aimlessly away from everyone.

Barely even attacked people after they started getting shot.


Indeed he does. However, you should all hold off on playing with that
1st beta version I released prematurely there, and even delete it from
everywhere to avoid mismatch problems in the future.

Been re-writing both the mutator and the TWT_ZombiePawn class the
last 2 days. There were a number of issues with it that cause a LOT
of problems in the 1st version of the mutator I posted on other maps.
It breaks the mutator chain in several places.... Load it last if you
keep playing around with that beta version.

Note, the embedded mutator as it was, works fine in GoPostals Mall map.
(Those fish tanks are cool... :D)
No errors or warnings in the log file at all when testing that out.
It was doing exactly what he needed, but on other maps the
errors would show up.

That 1st standalone version I released, will cause floods of
errors and warnings in the log, and lockup or crash UT totally under some
situations. Depending upon the map and other variables....

Think I have most of those problems resolved at the moment. But not
quite done tweaking and testing the new pawns.

The zombies were just a bit too stupid in the original version.
I tried to fix all the AI problems in the pawn, without changing the
zombie-like characteristics.

Current version I am working on, they will change enemy and attack you
if you bump into them or shoot them.

They will also now traverse stairs and ledges instead of stopping and being
dumb.

In the original code I could tell some attempts had been made to make the
zombies cope with waterzones, but it was broken, and the author just
disabled them from entering waterzones.

They have no swim animations, but I figured zombies should sorta float
anyway, and I got them going into and out of waterzones with no issues
atm.

I also added full support for Bots, which the original version lacked.
Number of other fixes and optimizations in the mutator and pawn code also.

I am going to tweak this a bit more, and then send a copy off to GoPostal
with some additional notes detailing various issues with the MallZombies
that have been corrected.

The fixed version of the zombies should just drop right into his map with
zero or minimum modifications.
If they don't, I will be glad to try and help or answer any questions he has.

Soon as I get done tweaking, and discuss it all with GoPostal, I would think
the best plan would be for the updated version of this mutator to be
included with an updated release to his map.

Again, DELETE the other version I posted if you grabbed it or posted it anywhere.
It loads, but is pretty much broken....
 
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gopostal

Active Member
Jan 19, 2006
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I had no idea the mod would gain traction like this. I'm getting emails and PM's over the files, people want this mod.
When Loathe gets done with his updating I'll rinse it through monsterhunt and test the hell out of it. You guys will get your zombies, don't worry ;)
 

dr.flay

Dr.Flay™
Sep 19, 2011
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Doc, it's going to be tough to use these as a swapped monster. They are designed to be an entire mutator so pulling just a few out to use may not work like you want.

Err, wrong way round. ;)
I don't want to use individual zombies from the mod, I want to know if other zombies from other mods can be added to it's zombie classes in the ini file, or would they inherit the AI from the TWT zombies?

(I have been using the original mod for over 2 years, so I am quite familiar with it's use and limitations)
 
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gopostal

Active Member
Jan 19, 2006
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It's just not going to work (in a nutshell). The TWT extends right from ScriptedPawn and most everything they do is customized. It's not overly complicated since they basically just spawn, roam, chase, and shake but they do it with code specific to them. If you wanted to use them with something else you'll end up having to just load the mutator along with whatever else you are using (provided Loathe codes this the way I think he will) and play. If you try to force other classes into the zombie controller it's going to crash and without having the zombie controller given to them you'll find they are less than useful.
 

MrLoathsome

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Apr 1, 2010
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GP is correct. What you are wanting to do would require a new mutator.

Just did a test in a practice botmatch on DM-Deck16][ with no mutators loaded.
Summoned a Zombie3.TWT_ZombieNurse into the game fine. Was doing just what it should.

You should be able to add these new zombies into your games
with a mutator like the Dropper.

Unknown if these other zombies you speak of will work the same way or not.
(I never seen any UT zombies until GP posted his map last week.)

Still working on the zombie thing. Think I got the pawns where I want
them now, but been chasing Accessed None errors in ScoreKill for most
of the day....

Have a few ideas still. Plan on getting whatever I have done sent to
GP soon regardless of those stray log errors so he can check it
out.
 
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dr.flay

Dr.Flay™
Sep 19, 2011
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Cool, understood.

I have added the old TWT zombies via MonsterSpawn in the past, but they aren't much fun in so few numbers.
I was just thinking the other way around, about the possibility of adding single extra zombie types, to be spawned in hoard-multiples.
But as you say, this is beyond this mod.

Here are the Zombies from other packs, as they are currently setup in my MonsterSpawn.
I have tried a few others but these are the best I've tried so far.

MonsterList11[0]=Dawn.Zombie
MonsterList11[1]=CorpseMania.Zombie
MonsterList11[2]=CorpseMania.KamiZombie
MonsterList11[3]=CorpseMania.ZombieMaster
MonsterList11[4]=CorpseMania.Ghost
MonsterList11[5]=CorpseMania.Ghoul
MonsterList11[6]=Killinggrounds.zom
MonsterList11[7]=Killinggrounds.zom2
MonsterList11[8]=Killinggrounds.zom3
MonsterList11[9]=Killinggrounds.zom4
MonsterList11[10]=Killinggrounds.zom5
MonsterList11[11]=Killinggrounds.zom6
MonsterList11[12]=Killinggrounds.zom7
MonsterList11[13]=ZombiePawns.Zombie
MonsterList11[14]=ZombiePawns.LeglessZombie
MonsterList11[15]=ZombiePawns.Zombie
MonsterList11[16]=ZombiePawns.LeglessZombie
MonsterList11[17]=MUPawns.FatSkaarjZombie
MonsterList11[18]=MUPawns.ZombieTrooper
MonsterList11[19]=MUPawns.SkaarjZombie
MonsterList11[20]=MUPawns.SkaarjDemon
MonsterList11[21]=MUPawns.GhostSkaarj

The KillingGrounds zombies join a team rather than just be monster pawns, which is annoying if they join yours.
 

evilgrins

God of Fudge
Sep 9, 2011
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zombies I've used

There's a port of Quake monsters in QuakeMPak2 which includes zombies. No so great for MH though. They mess with the map counters as they don't stay dead unless you get a headshot or destroy their bodies.

I do like the zombie Brutes & Skaarj in the HauntedCreatures.u though.

Then there's these guys, .zip attached
List of summons / zombi types:
zombi.zombi - original zombi
zombi.zombi2 - fast zombi
zombi.zombi3 - green zombi
zombi.zombi4 - flying zombi
zombi.zombi5 - teleporting zombi
zombi.zombi6 - flying teleporting zombi
zombi.zombi7 - original zombi mother
zombi.zombi8 - green zombi mother
zombi.zombi9 - sniper zombi
zombi.zombi10 - gibbing zombi
zombi.zombi11 - fast zombi mother
zombi.zombi12 - gibbing zombi mother
zombi.zombi13 - giant zombi
zombi.zombi14 - sniper zombi mother

They ain't pretty but they work.
 

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gopostal

Active Member
Jan 19, 2006
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und, about the possibility of adding single extra zombie types, to be spawned in hoard-multiples.

That is certainly doable. The TWT framework could be used as well as the code for relics spawning. Both use random pathnodes but you could tweak those to be within "X" distance of a player but out of line of sight. That would make a good "escape the haunted house" map.

Congratulations. We just created Left for Dead 2 :lol:
 

MrLoathsome

New Member
Apr 1, 2010
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I think you can configure The Dropper mutator to do almost exactly what you want.

Examine this example Dropper.ini file:
Code:
[Dropper.Drop]
NumItems=3              // Number of items in DropList for Player/Bot deaths
NumDrops=1              // Number of items to drop on Player/Bot deaths
SPNumItems=4          // Number of items in SPDropList for Monster deaths
SPNumDrops=4          // Number of items to drop on Monster deaths
SPNumEx=2              // Number of Monster Classes to exclude from this
bRandMode=True      // Mutator will select randomly from DropList
bSPRandMode=False  // Mutator will process SPDropList sequentially
bSuicideDrop=False   // Drop items on Suicides
bMvsMspawn=True   // Drop items when monster kills a monster
bAnnounceSP=True  // Broadcast message when a monster is spawned
bRandMSizes=True   // Randomly adjust size of spawned monsters
bDebugMode=False
DropFreq=0.3300     // How often a Player or Bot death will trigger a spawn
SPDropFreq=0.2500  // How often a Monster death will trigger a spawn
MaxMSize=2.5000    // Max Monster size if bRandMSizes=True
MinMSize=0.5000     // Min Monster size if bRandMSizes=True

DropList[0]="unreali.SkaarjScout"
DropList[1]="unreali.SkaarjWarrior"
DropList[2]="Zombies3.TWT_ZombieNurse"

SPDropList[0]="Zombies3.TWT_ZombieTraci2"
SPDropList[1]="Zombies3.TWT_ZombieTraci2"
SPDropList[2]="Zombies3.TWT_ZombieTraci2"
SPDropList[3]="Zombies3.TWT_ZombieTraci2"

SPExclude[0]="unreali.Pupae"
SPExclude[1]="unreali.Fly"

Adjust the classes to whatever Zombie classes you have on hand, or
whatever other classes you want in there.
*For the DropFreq variables, 0.33 = 1/3 of Player/Bot deaths will trigger
spawns. 0.25 = 25% of em......